Wizardry II: The Knight of Diamonds

Everything in here is based on information from the version of
Wizardry II that was included with the Wizardry Archives for the PC.
Other versions of Wizardry II (including earlier PC releases) may differ.

There isn't a lot to this game, aside from mapping out each level,
finding equipment, and gathering experience points.

Unlike in other games, teleporter squares also teleport light. Thus,
if you're standing just south of a teleporter square, when you look north,
you see the corridor that you would be teleported into. That, along with
the lack of a visual cue when you've been teleported (like the screen
flash in Bard's Tale) can sometimes make it hard to tell when you've
been teleported.

You cannot create new characters in Wizardry II, you must transfer
them in from Wizardry I. Although you get to keep your gold,
levels, and experience points, your equipment does not transfer.
Sell everything before moving it over, and buy and equip yourself
with new equipment.

When I played Wizardry I/II, I started with a 2 Fighters, 2 Mages,
a Thief, and a Cleric. By the end of I, I had a Fighter (formerly
a Cleric), Samurai (formerly a Mage), 2 Mages (formerly a Fighter
and a Cleric), a Priest (formerly a Fighter), and a Thief. Early in
Wizardry II, I was able to turn my Thief into a Ninja. At the same
time, I turned my two Mages into a Bishop and a Thief (since, unlike
in later Wizardrys, Ninjas can't seem to do didly with chests.)

If you don't have a bishop in your party, make one anyway (in Wizardry I
and transfer him over) to keep him at home. Whenever you return to town, give
your unknown items to this Bishop, have him identify everything, and
then give it back. If the item turns out to be cursed; well, you didn't
want it anyway. If your Bishop collects too many cursed items, just delete
him and make a new one.

Many doors in the game are hidden, revealed only when casting lomilwa
or its little brother milwa. You should have that spell
going during your entire expedition. Doors on the maps below are not
marked as being hidden or not. Note that you can go through a hidden door
even if you can't see it.

Due to a bug, once you enter an anti-magic area, you carry that anti-magic
area around with you until you leave the level, no matter where on the level
you go. Fortunately, it affects all monsters you encounter as well.
Anti-magic areas do not dispel any expedition spells you have already cast.

General solution: You have to visit all six levels, get the piece of KOD equipment
on that level, then return to Gnilda's shrine on level 1 with all of the equipment
and get the Staff of Gnilda. Then return with it to town.

For all maps, this key is used:

Level I

An apparition of Gnilda appears here. She tells you of your quest to collect
the five parts of the Knight of Diamonds.
If you are alone (ie, only one person in your party) and that person has the
five pieces of KOD equipment, the apparition will ask you for the answer to
the sphynx's riddle. If you answer incorrectly, you lose all your equipment.
If you answer correctly ("The Knight of Diamonds"), you lose all your equipment
and get the Staff of Gnilda. Returning this staff to the surface gives 250,000xp
for that one character and is how you win the game.

The riddle here is to let you know that the only way to the armor
is to malor three squares east of here.

Fixed encounter: Magic Armor. You find KOD's Armor when you win. Once
you win the battle once, you no longer have to fight anything here.

Level II

The sage here wants 100,000gp before he will let you pass.

Here that sage will tell you that some spells work better than normal.
In particular, sleep spells (like katino) last longer, silence
spells (like montino) are much stronger, latumapic has
changed, and mahaman gives better effects.

The answer to the riddle here is "shield".

Fixed encounter: Magic Shield. You find KOD's Shield when you win.
Once you win the battle once, you no longer have to fight anything here.

You can't malor into this level, although you can malor out.

Once you get the KOD's Shield, you have a source of unlimited healing. You can
use the Shield to cast dialma endlessly.

Level III

Teleports you back to town.

Fixed encounter: Magic Sword. You find Hrathnir when you win.
Once you win the battle once, you no longer have to fight anything here.

Level IV

"A cavern's dark..."

"As the inside of a mountain..."

"Down the hall..."

"A clear blue fountain." Any character wading in the fountain is put to sleep.

Fixed encounter: Magic Helm. You find the KOD's Helm when you win.
Once you win the battle once, you no longer have to fight anything here.

Level V

Chute to (12E,15N) on level 6.

Chute to (5E, 1N) on level 6.

Chute to (7E, 16N) on level 6.

Teleports you back to town for 5,000gp.

Fixed encounter: 2 Magic Gauntlets. You find KOD's Gauntlets when you win.
Once you win the battle once, you no longer have to fight anything here.

Some of the doors in the central room are not visible, even under lomilwa.
The only way to detect them is to try walking through the wall.

Level VI

"That king, the king who worships gold, will no more see his treasure room."

"That king, the king who worships these, that king, he finds his doom."

A statue of the earth god, Gnilda. If you search, you find a Staff of Light.

A sphynx asks you a riddle here. The answer is "The Knight of Diamonds".

"One alone."

Teleporter to (9E, 9N) on level 1.

Dumapic does not work on this level. Malor can be used
to teleport out of this level, but not onto it. Locations in the above
were found by casting malor to go directly up to level 1, followed
by a dumapic to give me my current position. It is believed (but
not proved) that all of the space outside of the rooms are solid rock.

Some of the doors in the entrance area are not visible, even under lomilwa.
The only way to detect them is to try walking through the wall.

++ refers to how many additional experience points are required for each level after 13th.

Spells are listed as two numbers: the level at which you gain 1st level spells, and the
number of additional levels you need to gain to get another spell level. For example Mages
are listed as 1-2, so they get 1st level spells at 1st level, and new spell level every
other level (3rd, 5th, etc).

The number of spells you can cast each level is equal to the number of levels you have been
able to cast that level of spell at. For example, a 7th level mage got access to 3rd level
spells at 5th level. He will therefore have 3 3rd level spell slots (5th, 6th, and 7th
levels.) You will always have one spell slot for each spell you know, and you cannot have
more than nine slots in each level.

Align/Cursed: If an alignment is listed here, then the item becomes cursed if
you equip the item and are of a different alignment. Generally, this makes the items'
powers nonfunctional and reduces your AC and "to hit" rolls by 2 each. Items marked
"cursed" are always cursed and cannot be unequipped.

Price: This is the price that you can buy the item for. The selling, uncursing,
and identification price are half this amount (rounding down). Items with a price of
"*" cannot be sold, nor purchased. They cost 150,000 to identify and uncurse.

AC: The amount this changes your AC. Lower numbers are better.

Damage: The amount of damage this weapon does.

TH: The bonus on your ability "to hit" monsters.

Speed: A higher speed allows you to attack sooner in combat, and to get more
melee attacks with your weapon in a single round.

Special: Other powers that the item has. Regeneration gives you that many
hit points back each round of combat. Items marked "Use:" or "Invoke:" have a power that
is activated when you use it or invoke it. If the power has a percentage listed
after it, this is the chance that the item will be consumed when used. If no percentage
is listed, then the item can be used exactly once. Most items just "disappear" when
they are consumed. A few items become some other type of item. This is listed
below as "becomes ~".

Information in this table was taken from the internal data tables on the Wizardry disk,
and checked (when possible) against actual gameplay. There are a number of "contradictions"
in the table (such as +1 weapons generally being more expensive than +2 weapons), but this
is how things really are.

Due to a bug, it seems that items of regeneration work even when not equipped.